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Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks
The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behavi...
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Published in: | New media & society 2024-02, Vol.26 (2), p.692-710 |
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Main Authors: | , , , |
Format: | Article |
Language: | English |
Citations: | Items that this one cites |
Online Access: | Get full text |
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Summary: | The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were combined with their behavioral data to investigate how players’ behaviors and their corresponding need satisfaction differ or converge across age. Age and in-game behaviors were tested as moderators for the relationship between perceived need satisfaction and psychological well-being. The results showed that despite underperforming and having fewer in-game connections, older players reported no significant difference in their perceived competence and relatedness than younger players. Perceived competence and relatedness contributed to psychological well-being for both older and younger players, although it carried more weight for the younger. Theoretical and practical implications are discussed. |
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ISSN: | 1461-4448 1461-7315 |
DOI: | 10.1177/14614448211062545 |